Search
]
Date:
[ Previous
| Next
]
Thread:
[ Previous
| Next
]
Index:
[ Author
| Date
| Thread
]
RE: [MUD-Dev] Games vs. simulations
On Tuesday, June 13, 2000 5:14 AM, Matthew Mihaly
[SMTP:the_logos#achaea,com] wrote:
> I think some things, like "realistic" room systems are built mainly just
> out of the (laudable) goal of just wanting to see if it can be done. I,
> personally, LIKE traditional room systems. They don't bother me a bit.
> They are like the walls of the ravine that you can't climb in a video
> game. They are just there and you accept the limitations, and move on.
Ick! I don't like unreasonable barriers. A dozen grenades won't dent a
wall
in the likes of Half-Life, but a crowbar will make a soda machine explode.
Is anyone working on a relatively true-to-life physics simulated first
person multi-player game that doesn't use invulnerable walls?
There is a lot to be said for a simulation - people (well, me anyway) like
the little surprises of watching balls bounce somewhat realistically,
seeing icicles melt, and causing a rock avalanche to crush your foes in
a most gruesome and disgusting way. :)
Conversely, we don't like walls of plaster that a sword can't hack through,
trees that an axe can't chop down, and windows that can't be broken.
_______________________________________________
MUD-Dev mailing list
MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
[ Other Periods
| Other mailing lists
| Search
]